Greetings Commanders,
Here is my noob review of the Big 4:
Anaconda: What can I say that has not been said already many, many times before. This is THE go to vessel when it comes to "Jack of all trades, Master of none". She can haul, fight and explore. The other ships in this lineup can each excel at one thing over the others, but none can do everything with grace and agility like the beloved Anaconda. 10 out of 10 by simple virtue of versatility.
Cutter: When it comes to hauling, she is peerless both in design and capability. No other vessel can match her shield strength or speed so even though she may not be as capable a fighter as the others here, she can easily outlast them and look good doing it. The main drawback of this ship is the inertial drift. Seriously, no other vessel in the game handles quite like the Cutter, it takes some getting used to especially when coming in to dock.
Corvette: Take an Anaconda and tease it to the point where its foaming mad and you have the Corvette. Though not as jump capable as any of the others on the list here, she can get around after some engineering. I managed 22LY jump range after Felicity massaged her FSD. When it comes to combat, she has no equal and I have never been interdicted by another player whilst piloting a Corvette, I cannot say the same when piloting my Cutter. That alone should give you an idea of how well respected she is in combat.
Type-10 Defender: Take the Cutter, teach her to dance and you have the Defender. She is a capable hauler, though not as much as the Cutter, she is a decent jumper though not as leggy as the Anaconda. With 9 hardpoints at her disposal she can also dish it out as much as she can take it, and with her inert design, she can take it quite like no other. Her Achilles heel will be the distributor, though if you engineer it for Recharge Enhanced, you will hardly notice especially if you mount an all Multicannon setup.
In short here is how i rate them:
#1 : Federal Corvette, WHEN engineered she is the best all arounder for walking softly and carrying a BIG STICK. You an easily carry over 100 Tons of cargo, 64 Passenger cabins, SRV & Fighter Bay, Fuel Scoop, Shields, every scanner imaginable and poses a serious threat to anyone thinking of interdicting you.
#2 : Anaconda, THE go to vessel of the Big 4 as it does not require a rank. She is the best jumper and without question the best general purpose ship in the game.
#3 : Type 10 Defender, when you need a serious tank that can dish it out while carrying a decent amount AND has a +25LY jump capability look no further. Furthermore what is not to love when you are in a ship that CANNOT be mass locked by anything other than a planetary body or station? You can choose to fight or , the choice is yours.
#4 : Imperial Cutter, sadly I wanted to give the Cutter the #2 spot, but it simply was not possible when it handles so badly even with engineered thrusters. BUT if you want a ship that haul the most with the 2nd best jump range, this is for you. She can fight yes, but her strength lies in being able to CONTROL the fight with distance, you cannot go toe-to-toe with smaller ships as you simply do not have the ability to maneuvre as well as they do.
Well Commanders, this has been my review of the Big 4 after having A-Rated and owned (and still do), flying them all on a regular basis. Take this review with a grain of salt as of course ship reviews are all subjective and we each are individuals as far as what we are are willing to put up with both in ship design, availability of internal slots and play style.
Here is my noob review of the Big 4:
Anaconda: What can I say that has not been said already many, many times before. This is THE go to vessel when it comes to "Jack of all trades, Master of none". She can haul, fight and explore. The other ships in this lineup can each excel at one thing over the others, but none can do everything with grace and agility like the beloved Anaconda. 10 out of 10 by simple virtue of versatility.
Cutter: When it comes to hauling, she is peerless both in design and capability. No other vessel can match her shield strength or speed so even though she may not be as capable a fighter as the others here, she can easily outlast them and look good doing it. The main drawback of this ship is the inertial drift. Seriously, no other vessel in the game handles quite like the Cutter, it takes some getting used to especially when coming in to dock.
Corvette: Take an Anaconda and tease it to the point where its foaming mad and you have the Corvette. Though not as jump capable as any of the others on the list here, she can get around after some engineering. I managed 22LY jump range after Felicity massaged her FSD. When it comes to combat, she has no equal and I have never been interdicted by another player whilst piloting a Corvette, I cannot say the same when piloting my Cutter. That alone should give you an idea of how well respected she is in combat.
Type-10 Defender: Take the Cutter, teach her to dance and you have the Defender. She is a capable hauler, though not as much as the Cutter, she is a decent jumper though not as leggy as the Anaconda. With 9 hardpoints at her disposal she can also dish it out as much as she can take it, and with her inert design, she can take it quite like no other. Her Achilles heel will be the distributor, though if you engineer it for Recharge Enhanced, you will hardly notice especially if you mount an all Multicannon setup.
In short here is how i rate them:
#1 : Federal Corvette, WHEN engineered she is the best all arounder for walking softly and carrying a BIG STICK. You an easily carry over 100 Tons of cargo, 64 Passenger cabins, SRV & Fighter Bay, Fuel Scoop, Shields, every scanner imaginable and poses a serious threat to anyone thinking of interdicting you.
#2 : Anaconda, THE go to vessel of the Big 4 as it does not require a rank. She is the best jumper and without question the best general purpose ship in the game.
#3 : Type 10 Defender, when you need a serious tank that can dish it out while carrying a decent amount AND has a +25LY jump capability look no further. Furthermore what is not to love when you are in a ship that CANNOT be mass locked by anything other than a planetary body or station? You can choose to fight or , the choice is yours.
#4 : Imperial Cutter, sadly I wanted to give the Cutter the #2 spot, but it simply was not possible when it handles so badly even with engineered thrusters. BUT if you want a ship that haul the most with the 2nd best jump range, this is for you. She can fight yes, but her strength lies in being able to CONTROL the fight with distance, you cannot go toe-to-toe with smaller ships as you simply do not have the ability to maneuvre as well as they do.
Well Commanders, this has been my review of the Big 4 after having A-Rated and owned (and still do), flying them all on a regular basis. Take this review with a grain of salt as of course ship reviews are all subjective and we each are individuals as far as what we are are willing to put up with both in ship design, availability of internal slots and play style.